• jjjalljs@ttrpg.network
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    17 hours ago

    The original Diablo I remember being more thoughtful and slower paced. I liked it. Diablo3 turned into just a brainless light show without much tactics. Less rewarding.

    • ilovededyoupiggy@sh.itjust.works
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      16 hours ago

      I’m two evenings into a D1 (DevilutionX) single player story run though. Can confirm. Definitely much slower and more deliberate, and not just because they hadn’t invented running yet. Nothing respawns, the world is fixed from the start, so everything is a limited resource. Do I really need to buy this sword now or should I try to hold out for something to drop? Much more strategic gameplay… Slow forward exploration, hiding behind doors and corners letting monsters come to you one by one, stuff like that.

      In the later games I’d just whirlwind through everything (spin2win, baby!) and hope for the best. If I need more gold or whatever I can always just save and exit and come back in and run through the area one more time. Definitely not doing that here. Every choice matters, so slow down and make it count.

  • tal@lemmy.today
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    18 hours ago

    Brevik explains that the hordes of enemies take away the personal nature of the ARPG journey. While the enemy count of the original Diablo games were high for their time, the modern takes on the genre have taken the wrong lesson from those originals.

    I have to say that that’s a bit of a turn-off for me in roguelikes, too. Like, mowing through hordes of “explosive breeders” – a property that Moria and some child roguelikes, like Angband, had on some enemies – is mind-numbing.

    • Ephera@lemmy.ml
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      17 hours ago

      I was thinking that roguelikes are kind of the antithesis to what he proposes, as you’ve got rapid character progression (paired with rapidly rising difficulty) and you certainly don’t want to get attached to your character. Didn’t know there was roguelikes with cannon fodder, though. 🙃

  • Björn Tantau@swg-empire.de
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    20 hours ago

    David “don’t make Diablo real-time” Brevik?

    I mean, I agree with him on Diablo 3 and 4. But perhaps he’s not the best authority.

    • pimento64
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      19 hours ago

      What are you talking about? He was opposed making Diablo real-time, but he personally implemented real-time combat and tried it out, and then changed his mind. It’s not fair to say “perhaps he’s not the best authority” when is the one who actually made the change from it being fantasy X-COM to a real-time ARPG, and did it using the platinum standard of the fair shake.

      • Björn Tantau@swg-empire.de
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        19 hours ago

        I mean in the way that he has to try out gameplay changes in order to evaluate their “fun”. Maybe modern ARPGs are too fast or they are now. But I will only believe it when I see a slower one be better.

        And I suspect he is the same because it took him to see Diablo in real-time to believe that it was better.

        • AstralPath@lemmy.ca
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          12 hours ago

          Are you actually arguing in favor of not testing gameplay changes and instead relying on vibes to make the decision for you?

        • pimento64
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          18 hours ago

          the way that he has to try out gameplay changes in order to evaluate their “fun”

          …that’s everyone. Even people who are full of shit and pretend otherwise.

          Inb4 “but but but what about shutting your dick in the oven door, do you need to try that to know if you like it?” It’s not the same as this context and you know it.

          • stephen01king@lemmy.zip
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            17 hours ago

            And to be honest, the answer to that hypothetical is still yes, because some people would discover that they do enjoy it, but they won’t know until they try it.

  • Malix
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    20 hours ago

    Same David Brevik who made Marvel Heroes? That game was plenty fast.

    Admittedly didn’t click the article open, so roast me.